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 1 
 on: Yesterday at 08:51:19 pm 
Started by neike60 - Last post by neike60
Just Link facing down.

New Items:


FSA filter try:

 2 
 on: Yesterday at 02:44:03 pm 
Started by neike60 - Last post by Theforeshadower
Out of curiosity, do you have any sheets of Link actually animated or just the static standing image?
Everything is looking really great, just wondering if you are doing any animating.

 3 
 on: October 16, 2017, 03:29:04 am 
Started by Rayo - Last post by Rayo
I made a summary of pretty much all Minish Cap sprites here in ZFGC, you can get it here:
https://www.dropbox.com/s/ygwtowe9hwzjzzr/Custom%20MC%20References.zip?dl=0

I updated the main post as well with this link.

 4 
 on: October 16, 2017, 03:17:01 am 
Started by neike60 - Last post by neike60
Items Menu:


New equipments :

 5 
 on: October 15, 2017, 11:09:36 pm 
Started by Zhello - Last post by Zhello
Looks great. Nice work.
I'm too bound for time to play myself but I'm looking forward to see the livestream during the NCFC.

Yeah, trying to workout the lead ups to the dungeons, with multiple ending outcomes, it takes time, if anything I might just have the player skip to the dungeon using the load save option. The good thing is there is several people I got comments from who is interested in any zelda fan games from zfgc, so they will flock to ncfc.  XD

 6 
 on: October 15, 2017, 01:29:39 pm 
Started by Zhello - Last post by Martijn dh
Looks great. Nice work.
I'm too bound for time to play myself but I'm looking forward to see the livestream during the NCFC.

 7 
 on: October 15, 2017, 01:19:38 pm 
Started by Martijn dh - Last post by Martijn dh
And finally a new public demo. Please enjoy and be sure to post your feedback if you want to contribute. Check my previous post if you want to help in other ways.

New download
Demo version: 0.19.00
File Size: 19,04 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: https://www.mediafire.com/file/3iihlfw332f2bn5/Horn%20of%20Balance%20version%200.19.0%20Public.zip

Notes:
- From the start of the game move right for a small intro cave, down for the new mansion dungeon and upwards for the older (harder) content
- Beat both nothern dungeons to reach the game's credits

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.

What's new?

* Added new intro cave
* Added new dungeon: Mansion Dungeon
* Added new item: Magic Powder
* Expanded functionality of Red Boomerang
* Added swimming + diving
* Added new mechanics like: keyblocks, celldoors, (on-off) blocks (=like in Tower of Hera in the original) and a magical maze.

* Converted over to Gamemaker Studio 2
(including: implementing new inherentance system, redoing all tiling, reordering all objectdepths, creating all new tilesets, rewriting all scripting, cleaning up (now) obselete scripting and other resources, documenting all variables used)

* Plus a ton of smaller stuff

 8 
 on: October 13, 2017, 03:40:47 pm 
Started by Theforeshadower - Last post by Theforeshadower
Nothing to let you nice folks test, but there have been some updates:

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
         What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
            Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. 
             My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
            However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.

-Stalfos are in the game and almost done.  Their movement is still a little bit funky.  I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game.  They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece

 9 
 on: October 13, 2017, 07:06:27 am 
Started by Zhello - Last post by Zhello
Been working on some things for sometime now (when I had the free time  8)).

The player can see whether they can load a save or make a new one. The basic load/new file will text will be changed. Game can check for a saved file in your game folder now. Other options regarding Achievements or hidden unlockables will also be added soon.



*Note* The player can cycle through the 5 menus using ALT or CTRL keys, some screens show Shift left and right, this has been changed.

That achievement system I had an idea about a while back, managed to create own that pops up smoothly and fades out. The achievements awarded to the player can persist in current and new game, as long as A: the file for the save is visible and B: the player saves at some point to keep the achievement permanently. There is an option to wipe the achievements earned in the title screen.


The achievement inventory screen needs a bit of work, it is just the first page, each page will have a total of 20 achievements, total being 60 for now.


Collectible Inventory, items, mainly minerals the player has found so they can take to a blacksmith to upgrade some of their equipment. Hammers and a Lv. 2+ bomb allows the player to collect minerals while an upgraded hammer will allow the player to find the best minerals possible, i.e. diamonds and steel. Inventory remains locked until the player gets a Mineral Backpack in game (which can be upgraded). Golden Leaf Tokens can also be found if you have this item, and Golden Leaf Tokens can be donated in Mailboxes so increase unlockables in shops, stores, inns, etc.


All items that appear after player gets the Mineral Backpack


Epona works perfectly now. What has changed is some strong attacks can cancel the player's use of Epona, and the player can use Epona via button key on the keyboard, if they have her unlocked. Epona can only be used in large field areas, not inside caves, houses, etc. Epona no longer has infinite run speed, and when she reaches 0, the player has to wait until the bare fills back up in order to gallop faster using S key on keyboard. (Galloping into the water will cancel the effect immediately).


Player deaths will now count every time you die, but this will show after the game over and will only affect an already saved file, not a new one.

The map can no longer be used as it was before (unless indoors) when it comes to overworld. The map now zooms WAY out, showing the room and the player's location in the room. That route I took spriting the rooms individually I stopped, and decided to just zoom out the room. Just need to tweak it a bit because it has a funky vibe on "in view" objects.

Free-View-Mode is also added. Pressing J will hide your HUD and allows the camera to move slightly in front of the direction the player is going. It cancels out the player's ability to pause the game unless they toggle the mode off using J key.


Player can now get double defense from eating food, but eating is limited for a period of time after eating 3-4 times. courage points is a hidden value for the player who gains double defense so every 25 seconds if the player takes damage, they can heal, as long as double defense is active. An indicator is the blue overlay bar on the stamina bar that shows the player how much double defense stamina they have left.

Gold and Silver Treasure Chests. These chest contain special items and they can only be opened using keys respective to their colors. Keys show up in your collection inventory along with the minerals and they are very hard to get ingame. They can be found by completing side-objects that is found by the player, it is not given by an object or npc, so these keys are found by mere chance.

Other then that, tons of bug fixes and a lot of stress testing. Game no longer crashes on Windows 8/Windows 8.1 due to sound issue.
Some graphics changes too. Still working on some other sprites that take time to make and so forth.

As a new demo, I may be able to showcase it for NCFC, but like a portion of it for just the dungeon only. I have NPC object parent running unique codes that react to the setting and day ingame, and it will take some time to get them going for small side-missions leading to the dungeon. The revamped dungeon 2 and 3 now have multiple endings (2 good and 1 perfect). Dungeon 4 and 5 still being tweaked a bit with a new story and layout.

 10 
 on: October 12, 2017, 11:29:29 pm 
Started by Miles07 - Last post by Miles07
In what minute do they describe them?

There are also some videos on that channel that have full picture references of the characters.

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